Fissure

koth_fissure is a king of the hill map for VALVe's Team Fortress 2. (duh!)
My intention with this map was to explore avariation of the gameplay where the battle would be decided mainly away from the capture point itself. In order to maintain control of the middle, a team must secure the area right outside of the enemy team's base, pushing them back to the cavern before it.
The map is set in a mining structure that cuts through a steep valley, serving well my desire to convey a sense of danger and instability.

However, especiallyhere I can imagine spam and splash damage will have a major advantage.

Click to expand...

Yeah, that's kind of the point though, since I wanted to make the areas around the point more important than the point itself. Since I was playtesting with a bunch of new players, it might need some work to narrow down. Nothing I haven't done before though \o/

Constructive Criticism is the most useful. If I tear apart your work it's not because I don't like it, it's because I do. If a user's Comment or Post is useful to you, Make sure to give them "Thanks!".

great to hear from you again buddy. Glad to know you've been well.....even if a bit busy =p
Map looks freakin' great.

Thanks x 1

Constructive Criticism is the most useful. If I tear apart your work it's not because I don't like it, it's because I do. If a user's Comment or Post is useful to you, Make sure to give them "Thanks!".

Played this on Blueprint at Playstuff today. It is a wonderfully made, small map and I greatly enjoyed playing it but...

FFFFFFFFFFFFFFFU DEATH PITS. And not just any RAGE DEATHPITS but ones in places where Medics and Spies would hide ie. TERRIBLE places. I'm okay with the one that the ladder goes over, but the two on the sides in the dark where no one can see them are awful. Just awful. Please kill them.

Played last night at Blueprint. It's a superbly detailed and atmospheric map that produced an epic battle. Really like it.

Only negative feedback would be... I'm also not keen on some of the death pit action. As said, I had no problem with the obvious falls (side of walkways were fine) but there are a few rather hidden pits that as a medic, I found myself falling down regularly. This was because i'm mostly backing up when healing someone mid battle, avoiding fire....and the pits we're so 'discrete'.

- Trains will sweep over the CP from time to time (if you are lucky, the very middle is safe)
- Better lightning
- Better clips to avoid getting stuck on geometry (still missed a few places)
- Better pick-ups distribution
- Blocked off most of the pits

Hopefully in a few months the reason for my absence will become public. I've worked for Ubisoft and am now at an independant studio. I'm sure most of the people here are not our target audience (hard to compete with TF2) but at least you'll enjoy some of the production articles on the FPS I've been working on for Aeria games.

In the meantime I've been polishing this one for quite some time, playing with the people here at the studio every now and then.

Hopefully in a few months the reason for my absence will become public. I've worked for Ubisoft and am now at an independant studio. I'm sure most of the people here are not our target audience (hard to compete with TF2) but at least you'll enjoy some of the production articles on the FPS I've been working on for Aeria games.

In the meantime I've been polishing this one for quite some time, playing with the people here at the studio every now and then.